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authorTomi Korpipää <tomi.korpipaa@digia.com>2013-10-01 08:49:58 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2013-10-01 09:03:58 +0300
commit0ca1f153007c1cce62f3ad5fd7b7ed1d10fa5b35 (patch)
tree7baa94a3a84cb29e970ff3f096f3c7f69b37dd43 /src/datavisualization/input/q3dinputhandler.cpp
parent822a19d3e2650c7a9326b69ff4621ccd556e16cc (diff)
Touch support fixed (draft)
Task-number: QTRD-2345 - might need some more tweaking - currently requires hard-coded compile-time change for non-android devices Change-Id: Id891178f5abd29a2c3f58ce33a661999947c7363 Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
Diffstat (limited to 'src/datavisualization/input/q3dinputhandler.cpp')
-rw-r--r--src/datavisualization/input/q3dinputhandler.cpp11
1 files changed, 4 insertions, 7 deletions
diff --git a/src/datavisualization/input/q3dinputhandler.cpp b/src/datavisualization/input/q3dinputhandler.cpp
index 6fd5f08b..17f08cc6 100644
--- a/src/datavisualization/input/q3dinputhandler.cpp
+++ b/src/datavisualization/input/q3dinputhandler.cpp
@@ -18,7 +18,6 @@
#include "datavisualizationglobal_p.h"
#include "q3dinputhandler.h"
-#include "q3dcamera.h"
#include "q3dcamera_p.h"
#include "q3dlight.h"
@@ -80,8 +79,6 @@ void Q3DInputHandler::mousePressEvent(QMouseEvent *event, const QPoint &mousePos
setInputState(QDataVis::InputOnScene);
// update mouse positions to prevent jumping when releasing or repressing a button
setInputPosition(mousePos);
- // TODO: Get rid of these (QTRD-2307)
- emit selectionAtPoint(mousePos);
}
} else if (Qt::MiddleButton == event->button()) {
// reset rotations
@@ -120,11 +117,11 @@ void Q3DInputHandler::mouseMoveEvent(QMouseEvent *event, const QPoint &mousePos)
if (QDataVis::InputRotating == inputState()) {
// Calculate mouse movement since last frame
QPointF rotations = scene()->activeCamera()->rotations();
- GLfloat xRotation = rotations.x();
- GLfloat yRotation = rotations.y();
- GLfloat mouseMoveX = GLfloat(inputPosition().x() - mousePos.x())
+ float xRotation = rotations.x();
+ float yRotation = rotations.y();
+ float mouseMoveX = float(inputPosition().x() - mousePos.x())
/ (scene()->viewport().width() / rotationSpeed);
- GLfloat mouseMoveY = GLfloat(inputPosition().y() - mousePos.y())
+ float mouseMoveY = float(inputPosition().y() - mousePos.y())
/ (scene()->viewport().height() / rotationSpeed);
// Apply to rotations
xRotation -= mouseMoveX;